pcsx2/pcsx2-qt/Settings/InputBindingDialog.cpp

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/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include "EmuThread.h"
#include "QtHost.h"
#include "QtUtils.h"
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#include "Settings/InputBindingDialog.h"
#include <QtCore/QTimer>
#include <QtGui/QKeyEvent>
#include <QtGui/QMouseEvent>
// _BitScanForward()
#include "pcsx2/GS/GSIntrin.h"
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InputBindingDialog::InputBindingDialog(SettingsInterface* sif, std::string section_name, std::string key_name,
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std::vector<std::string> bindings, QWidget* parent)
: QDialog(parent)
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, m_sif(sif)
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, m_section_name(std::move(section_name))
, m_key_name(std::move(key_name))
, m_bindings(std::move(bindings))
{
m_ui.setupUi(this);
m_ui.title->setText(
tr("Bindings for %1 %2").arg(QString::fromStdString(m_section_name)).arg(QString::fromStdString(m_key_name)));
m_ui.buttonBox->button(QDialogButtonBox::Close)->setText(tr("Close"));
connect(m_ui.addBinding, &QPushButton::clicked, this, &InputBindingDialog::onAddBindingButtonClicked);
connect(m_ui.removeBinding, &QPushButton::clicked, this, &InputBindingDialog::onRemoveBindingButtonClicked);
connect(m_ui.clearBindings, &QPushButton::clicked, this, &InputBindingDialog::onClearBindingsButtonClicked);
connect(m_ui.buttonBox, &QDialogButtonBox::rejected, [this]() { done(0); });
updateList();
}
InputBindingDialog::~InputBindingDialog()
{
Q_ASSERT(!isListeningForInput());
}
bool InputBindingDialog::eventFilter(QObject* watched, QEvent* event)
{
const QEvent::Type event_type = event->type();
// if the key is being released, set the input
if (event_type == QEvent::KeyRelease || event_type == QEvent::MouseButtonRelease)
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{
addNewBinding();
stopListeningForInput();
return true;
}
else if (event_type == QEvent::KeyPress)
{
const QKeyEvent* key_event = static_cast<const QKeyEvent*>(event);
m_new_bindings.push_back(InputManager::MakeHostKeyboardKey(QtUtils::KeyEventToCode(key_event)));
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return true;
}
else if (event_type == QEvent::MouseButtonPress || event_type == QEvent::MouseButtonDblClick)
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{
// double clicks get triggered if we click bind, then click again quickly.
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unsigned long button_index;
if (_BitScanForward(&button_index, static_cast<u32>(static_cast<const QMouseEvent*>(event)->button())))
m_new_bindings.push_back(InputManager::MakePointerButtonKey(0, button_index));
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return true;
}
else if (event_type == QEvent::MouseMove)
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{
// if we've moved more than a decent distance from the center of the widget, bind it.
// this is so we don't accidentally bind to the mouse if you bump it while reaching for your pad.
static constexpr const s32 THRESHOLD = 50;
const QPoint diff(static_cast<QMouseEvent*>(event)->globalPos() - m_input_listen_start_position);
bool has_one = false;
if (std::abs(diff.x()) >= THRESHOLD)
{
InputBindingKey key(InputManager::MakePointerAxisKey(0, InputPointerAxis::X));
key.negative = (diff.x() < 0);
m_new_bindings.push_back(key);
has_one = true;
}
if (std::abs(diff.y()) >= THRESHOLD)
{
InputBindingKey key(InputManager::MakePointerAxisKey(0, InputPointerAxis::Y));
key.negative = (diff.y() < 0);
m_new_bindings.push_back(key);
has_one = true;
}
if (has_one)
{
addNewBinding();
stopListeningForInput();
return true;
}
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}
return false;
}
void InputBindingDialog::onInputListenTimerTimeout()
{
m_input_listen_remaining_seconds--;
if (m_input_listen_remaining_seconds == 0)
{
stopListeningForInput();
return;
}
m_ui.status->setText(tr("Push Button/Axis... [%1]").arg(m_input_listen_remaining_seconds));
}
void InputBindingDialog::startListeningForInput(u32 timeout_in_seconds)
{
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m_new_bindings.clear();
m_input_listen_start_position = QCursor::pos();
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m_input_listen_timer = new QTimer(this);
m_input_listen_timer->setSingleShot(false);
m_input_listen_timer->start(1000);
m_input_listen_timer->connect(m_input_listen_timer, &QTimer::timeout, this,
&InputBindingDialog::onInputListenTimerTimeout);
m_input_listen_remaining_seconds = timeout_in_seconds;
m_ui.status->setText(tr("Push Button/Axis... [%1]").arg(m_input_listen_remaining_seconds));
m_ui.addBinding->setEnabled(false);
m_ui.removeBinding->setEnabled(false);
m_ui.clearBindings->setEnabled(false);
m_ui.buttonBox->setEnabled(false);
installEventFilter(this);
grabKeyboard();
grabMouse();
setMouseTracking(true);
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hookInputManager();
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}
void InputBindingDialog::stopListeningForInput()
{
m_ui.status->clear();
m_ui.addBinding->setEnabled(true);
m_ui.removeBinding->setEnabled(true);
m_ui.clearBindings->setEnabled(true);
m_ui.buttonBox->setEnabled(true);
delete m_input_listen_timer;
m_input_listen_timer = nullptr;
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unhookInputManager();
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releaseMouse();
releaseKeyboard();
setMouseTracking(false);
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removeEventFilter(this);
}
void InputBindingDialog::addNewBinding()
{
if (m_new_bindings.empty())
return;
const std::string new_binding(
InputManager::ConvertInputBindingKeysToString(m_new_bindings.data(), m_new_bindings.size()));
if (!new_binding.empty())
{
if (std::find(m_bindings.begin(), m_bindings.end(), new_binding) != m_bindings.end())
return;
m_ui.bindingList->addItem(QString::fromStdString(new_binding));
m_bindings.push_back(std::move(new_binding));
saveListToSettings();
}
}
void InputBindingDialog::onAddBindingButtonClicked()
{
if (isListeningForInput())
stopListeningForInput();
startListeningForInput(TIMEOUT_FOR_BINDING);
}
void InputBindingDialog::onRemoveBindingButtonClicked()
{
const int row = m_ui.bindingList->currentRow();
if (row < 0 || static_cast<size_t>(row) >= m_bindings.size())
return;
m_bindings.erase(m_bindings.begin() + row);
delete m_ui.bindingList->takeItem(row);
saveListToSettings();
}
void InputBindingDialog::onClearBindingsButtonClicked()
{
m_bindings.clear();
m_ui.bindingList->clear();
saveListToSettings();
}
void InputBindingDialog::updateList()
{
m_ui.bindingList->clear();
for (const std::string& binding : m_bindings)
m_ui.bindingList->addItem(QString::fromStdString(binding));
}
void InputBindingDialog::saveListToSettings()
{
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if (m_sif)
{
if (!m_bindings.empty())
m_sif->SetStringList(m_section_name.c_str(), m_key_name.c_str(), m_bindings);
else
m_sif->DeleteValue(m_section_name.c_str(), m_key_name.c_str());
m_sif->Save();
g_emu_thread->reloadGameSettings();
}
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else
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{
if (!m_bindings.empty())
QtHost::SetBaseStringListSettingValue(m_section_name.c_str(), m_key_name.c_str(), m_bindings);
else
QtHost::RemoveBaseSettingValue(m_section_name.c_str(), m_key_name.c_str());
g_emu_thread->reloadInputBindings();
}
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}
void InputBindingDialog::inputManagerHookCallback(InputBindingKey key, float value)
{
const float abs_value = std::abs(value);
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for (InputBindingKey other_key : m_new_bindings)
{
if (other_key.MaskDirection() == key.MaskDirection())
{
if (abs_value < 0.5f)
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{
// if this key is in our new binding list, it's a "release", and we're done
addNewBinding();
stopListeningForInput();
return;
}
// otherwise, keep waiting
return;
}
}
// new binding, add it to the list, but wait for a decent distance first, and then wait for release
if (abs_value >= 0.5f)
{
InputBindingKey key_to_add = key;
key_to_add.negative = (value < 0.0f);
m_new_bindings.push_back(key_to_add);
}
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}
void InputBindingDialog::hookInputManager()
{
InputManager::SetHook([this](InputBindingKey key, float value) {
QMetaObject::invokeMethod(this, "inputManagerHookCallback", Qt::QueuedConnection, Q_ARG(InputBindingKey, key),
Q_ARG(float, value));
return InputInterceptHook::CallbackResult::StopProcessingEvent;
});
}
void InputBindingDialog::unhookInputManager()
{
InputManager::RemoveHook();
}